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Thread: TANX (Iron Strike)

  1. #21

    TANX (Iron Strike)

    Ok, but thanks for testing it out.

    I will PM savage which video card is installed in his laptop. He told me something about "latest Radeon drivers" but missed to tell me which card he has installed. If it is the M7 too, maybe the problem is restricted to that video card.
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  2. #22
    Co-Founder / PGD Elder WILL's Avatar
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    TANX (Iron Strike)

    I have a laptop with a Radeon XPRESS M20. I doubt that I have the latest drivers, but all the textures seem to work fine here.

    The only thing I notice with graphical glitched is the 'tiles' or blocks that the map is seperated into shows glitchy gaps or seams esp. when turning the tank. (I think due to the screen rotation...)
    Jason McMillen
    Pascal Game Development
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  3. #23

    TANX (Iron Strike)

    Can you post a screenshot? I know about the gaps at special "tiles" like the roads. I also know why this happens but didn't find a solution yet. But thats the only place where the gaps should appear.

    Btw.the other video card which has problem with transparency in Tanx is a ATI Radeon IGP 345M. I don't know if it is a driver issue or related to Asphyre. I will ask Lifepower about that.

    Maybe it helps if I use another texture format.
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  4. #24

    TANX (Iron Strike)

    The 345M and the M7 are family. They are quite a bit different, the 345M is extremely budget, it is intregrated in the chipset and therefore uses shared memory. Clock speed is only 170 MHz and it has no TCL engine. The M7 is a discrete chip, has 32 MB dedicated RAM, a TCL engine and runs at 290 MHz.

    Other than that, the rendering pipelines of both chips are identical and therefore there is very little difference between them on the software side.

  5. #25

    TANX (Iron Strike)

    Thanks for that information. This might come in handy when searching for the "bug".

    Greetings,
    Dirk
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  6. #26
    Co-Founder / PGD Elder WILL's Avatar
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    TANX (Iron Strike)

    Ok I have a bout 4 bugs/glitches and technical mistakes[size=9px](another name for a bug?)[/size] to report... with solutions!

    :arrow: Road seams glitch: It seems that the seams only show up on specific road segments; corners, T-sections(3-way) and ones that are under walls [size=9px](like mission 1, right there, where you start)[/size]



    Solution: This is very common thing with tile rotations... I believe that the edge of the tile is probably being drawn and it's not seeming well. Straight-a-ways ie. straight road tile placed in-length(2 or more in a row) doesn't seem to have this problem.

    For better rotation instead of going over each pixel on the original tile and doing the rotation for each of those and drawing it to the destination, most 'good' engines will do the reverse and determinds the destination area and then for each pixel in that section, it does a reverse-rotation function and finds the original pixel to be drawn there.I think your glitch might be due to a part of this. So...

    I think maybe if you provided a bit of 'bleeding space' graphics around your tile it might clear up the ugly seam. What I mean by 'bleeding space' is as if your tile was continued(seamlessly repeated) outside the actual tile graphics. Like a 2 pixel border around your actual tile.

    That or just do what you did with the straight tiles.


    :arrow: I noticed that that cool hydrolic movement with the player's turret that the rocket (when you get it) does not move with your tank's turret, but the tank's hull it's self.

    An easy fix I'm sure...


    :arrow: This was kind of annoying and worth pointing out. Collision with other tanks is a bit off. Here shows how close I wasn't passing them on the road, I should have been able to slip by, but I actually magically bumped into them instead. :x

    These show the exact position I'm stuck at and what direction I'm going:



    :arrow: Reverse/Forward control glitch: I almost forgot about this one. It's kind of minor, but I noticed sometimes --comes up when trying to manuver your tank in intense fighting-- when I'm holding down the forward key and press a key to turn(either left or right) and hold it, then I release the forward key and press the reverse key while still holding the turnning key, it will then continue to move forward even though I've changed directions. Same thing can happen when I go from reverse to forward.


    :arrow:/:idea: Lastly... the 'dirt' that you get from the tank's treads will be a little different depending on what type of ground you are on. No dust on paved roads.

    And it would be best if you can change the colour of the dirt depending weither you are on the grass or dirt.

    Types of dust/dirt trail based on ground + conditions

    Sand or Dirt (without rain): Dust
    Grass or Mud or Dirt (with rain): Dirt/Mud (Darker than the Dust)
    Paved Road or Stone Ground (without rain): Nothing
    Paved Road or Stone Ground (with rain): Small Water Spray

    Snow on Mud or Grass: Dirty Snow
    Snow on Roads or Stone Ground: Just Snow

    I think that covers it... only about 4 or 5 types of particles/'dust-trail' effects required to do this idea fully.


    Hope these help. A bit detailed, but should get the situation exactly accross, I think.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  7. #27

    TANX (Iron Strike)

    Rockets now don't do damage to vehicles through walls anymore.

    Quote Originally Posted by WILL
    It seems that the seams only show up on specific road segments; corners, T-sections(3-way) and ones that are under walls
    I am aware of this graphical issue. It is related to antialiased textures. I will try to fix it.

    Quote Originally Posted by WILL
    :arrow: I noticed that that cool hydrolic movement with the player's turret that the rocket (when you get it) does not move with your tank's turret, but the tank's hull it's self.

    An easy fix I'm sure...
    Yes, this should an easy one

    Quote Originally Posted by WILL
    :arrow: This was kind of annoying and worth pointing out. Collision with other tanks is a bit off. Here shows how close I wasn't passing them on the road, I should have been able to slip by, but I actually magically bumped into them instead. :x
    .
    .
    .
    :arrow: Reverse/Forward control glitch: I almost forgot about this one. It's kind of minor, but I noticed sometimes --comes up when trying to manuver your tank in intense fighting-- when I'm holding down the forward key and press a key to turn(either left or right) and hold it, then I release the forward key and press the reverse key while still holding the turnning key, it will then continue to move forward even though I've changed directions. Same thing can happen when I go from reverse to forward.
    I will do some further work on my whole collision system. It was implemented "quick" and "dirty" due to lack of time in the compo. It will get a complete remake for the IGF

    The reverse/forward issue is related to collisions, too. I don't think that the direction keys have something to do with it. It happens when you collide with objects (internally the tanks velocity/speed is reversed to let you bump, there is a bug in this functionality)

    Quote Originally Posted by WILL
    :arrow:/:idea: Lastly... the 'dirt' that you get from the tank's treads will be a little different depending on what type of ground you are on. No dust on paved roads.

    And it would be best if you can change the colour of the dirt depending weither you are on the grass or dirt.

    Types of dust/dirt trail based on ground + conditions

    Sand or Dirt (without rain): Dust
    Grass or Mud or Dirt (with rain): Dirt/Mud (Darker than the Dust)
    Paved Road or Stone Ground (without rain): Nothing
    Paved Road or Stone Ground (with rain): Small Water Spray

    Snow on Mud or Grass: Dirty Snow
    Snow on Roads or Stone Ground: Just Snow

    I think that covers it... only about 4 or 5 types of particles/'dust-trail' effects required to do this idea fully.
    Nice idea and quite easy to implement I think there will be enough time to include it for IGF version.

    Quote Originally Posted by WILL
    Hope these help. A bit detailed, but should get the situation exactly accross, I think.
    Thank you very much for all this ^^ Feedback is exactly what I need to make Tanx a "nice" and enjoying game.

    Greetings,
    Dirk
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  8. #28
    Co-Founder / PGD Elder WILL's Avatar
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    TANX (Iron Strike)

    Oow oow! One more thing...

    BTW: I've been non-stop sending Dirk little ideas and bug reports... poor guy. :lol:

    Top speed cap. for the tank... Roads should be a bit higher than grass, dirt, etc as the softer terrain would work against the tank's traction...

    Possibly another minor tweek/detail that can be put in.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  9. #29

    TANX (Iron Strike)

    Hmmmm.... do you really think that the casual player knows that a tank is slower on grass than on roads? ^^

    I think this can be done easyly... question is, if it brings a better gameplay... I really don't know. What do the others think?
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  10. #30

    TANX (Iron Strike)

    Quote Originally Posted by Huehnerschaender
    Hmmmm.... do you really think that the casual player knows that a tank is slower on grass than on roads? ^^

    I think this can be done easyly... question is, if it brings a better gameplay... I really don't know. What do the others think?
    Honestly, I think that you will find that a "Casual" gammer won't play this type of game . A "Typical" gammer would be more likely to play this, and the fact is that they would probiably know. The right question would be if they would care. On that one, I don't think so, but adding the speed difference does add a bit more reality to the game.

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